FTEQW: custom GLSL support?
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FTEQW: custom GLSL support?
Darkplaces has this neat feature that allows me to customize the GLSL shaders it uses with my own. Does FTEQW have this feature too?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
example of custom glsl on particle effects: http://fteqw.svn.sourceforge.net/viewvc/fteqw/trunk/specs/distort.pk3
FTE uses a shader with the name "lightpass" for its rtlights. Use $diffuse or $specular or $normalmap as a texture to use the surface's regular textures.
FTE's shader system does not have the same single-pass limitation as DP's shader system. Part of this means that it does not have a single master glsl file. However, glsl effects are fully replaceable on any individual shader - and everything is drawn with a shader in FTE. Know the name and you can replace it.
Frankly, a couple of things are still subject to change, like the default shaders that are currently generated. It is possible to name a glsl script in a separate file, but the syntax is going to change because the current stuff breaks horribly when using glsl shaders at the same time as d3d.
FTE uses a shader with the name "lightpass" for its rtlights. Use $diffuse or $specular or $normalmap as a texture to use the surface's regular textures.
FTE's shader system does not have the same single-pass limitation as DP's shader system. Part of this means that it does not have a single master glsl file. However, glsl effects are fully replaceable on any individual shader - and everything is drawn with a shader in FTE. Know the name and you can replace it.
Frankly, a couple of things are still subject to change, like the default shaders that are currently generated. It is possible to name a glsl script in a separate file, but the syntax is going to change because the current stuff breaks horribly when using glsl shaders at the same time as d3d.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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